A downloadable game

Buy Now$3.00 USD or more

The Earth is in crisis and you're a heroic officer of the Nightingale Response Force, rocketing to the rescue aboard your fusion-powered jetframe in this standalone RPG based on the 2400 series by Jason Tocci. Create your Nightingale officer, climb into NIGHTINGALE-1 or another mighty jetframe, and equip yourself with any of more than 20 pods to save the day, then launch into action with your teammates!

Dare hurricanes and volcanoes! Defeat Dr. Drone and the Shadow Academy! Save innocents from disaster!

"We bring light into darkness; 

We protect life against peril; 

We dare today to save tomorrow!"

3! 2! 1! Go, Nightingales, go!


24XX: NIGHTINGALES was created using the 24XX SRD and Template.

Purchase

Buy Now$3.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:

24XX-Nightingales.pdf 279 kB

Comments

Log in with itch.io to leave a comment.

(1 edit)

On page 4, the SAVING THE DAY column is followed by numbers. It says these are aspects but I am not sure what the numbers mean, do they relate to another table or are they in some way a target number, confused..

Happy to clarify. (One of the challenges of the 24XX format is trying to cram a lot of gameplay into very little space!)

In the Saving the Day section, the numbers in the parenthesis are Linked Crises (from the same list) for that Crisis. If the Nightingales are trying to address an aspect of that Crisis with a roll and the result is a Disaster, one of the options the GM has is to start up a second Crisis.  The GM of course has the full freedom to spin up the Crisis of their choice, but the numbered Linked Crises in parentheses are the ones that seemed to make the most sense to me and are provided as guidance.

For example, Fire is the number 1 crisis on the list. When the Nightingales rush in to try and resolve a Fire crisis, the GM might give it the "walls of flame" and "trapped firefighters" aspects. A player in Nightingale-5 declares they're going to push through the walls of flame in the area to rescue the firefighters trapped in a warehouse and get them clear...but when they roll the skill die, the result is a 2--a Disaster! That triggers a second Linked Crisis that the Nightingales will have to address before the situation can be completely resolved.

The GM checks the listed linked crises for Fire: (12, 15, 17). Looking at the Crisis list she sees that 12 is 'Industrial Accident', 15 is 'Structural Failure', and 17 is 'Explosion'. Since she had already said the firefighters were trapped in a warehouse, she decides that the Structural Failure makes the most sense. She doesn't feel like things need to get too out of control (she wants to keep the story moving), so she only gives this second new Crisis a Crisis Level of 1--meaning it only needs one aspect.

She chooses "crumbling concrete" and tells the players that the heat of the flames has caused the concrete of the warehouse to start to break down. Not only do they still need to rescue the firefighters, they need to prevent the entire building from collapsing!

Hopefully that explains things more clearly.

That makes perfect sense. I am going to use the game to create adventures for a 6 year old playing Rescue City using Tales of Adventure.

That sounds like a terrific game! Have fun!